mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-13 22:00:40 +00:00
264 lines
7 KiB
C
264 lines
7 KiB
C
#include "breakout.h"
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#include "include/fb.h"
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#include "include/multicore.h"
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// OBJECT INITIALISERS
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void initBricks(void)
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{
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int brickwidth = 32;
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int brickheight = 8;
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int brickspacer = 20;
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const int brickcols[] = { 0x11, 0x22, 0xEE, 0x44, 0x66 };
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int ybrick = MARGIN + brickheight;
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for (int i=0; i<ROWS; i++) {
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int xbrick = MARGIN + (VIRTWIDTH/COLS/2) - (brickwidth/2);
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for (int j = 0; j<COLS; j++) {
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objects[numobjs].type = OBJ_BRICK;
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objects[numobjs].x = xbrick;
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objects[numobjs].y = ybrick;
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objects[numobjs].width = brickwidth;
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objects[numobjs].height = brickheight;
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objects[numobjs].color = brickcols[i];
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objects[numobjs].alive = 1;
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objects[numobjs].redraw = 1;
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objects[numobjs].move = 0;
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numobjs++;
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xbrick += (VIRTWIDTH/COLS);
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}
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ybrick = ybrick + brickspacer;
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}
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}
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void initBall(void)
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{
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objects[numobjs].type = OBJ_BALL;
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objects[numobjs].x = (WIDTH/2) - ballradius;
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objects[numobjs].y = (HEIGHT/2) - ballradius;
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objects[numobjs].width = ballradius * 2;
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objects[numobjs].height = ballradius * 2;
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objects[numobjs].color = 0x55;
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objects[numobjs].alive = 1;
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objects[numobjs].redraw = 1;
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objects[numobjs].move = 0;
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ball = &objects[numobjs];
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numobjs++;
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}
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void initPaddle(void)
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{
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int paddleheight = 20;
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int startx = MARGIN + (dir * ((VIRTWIDTH - paddlewidth + MARGIN)/100));
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objects[numobjs].type = OBJ_PADDLE;
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objects[numobjs].x = startx;
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objects[numobjs].y = (HEIGHT-MARGIN-paddleheight);
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objects[numobjs].width = paddlewidth;
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objects[numobjs].height = paddleheight;
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objects[numobjs].color = 0x11;
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objects[numobjs].alive = 1;
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objects[numobjs].redraw = 1;
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objects[numobjs].move = 0;
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paddle = &objects[numobjs];
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numobjs++;
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}
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void initScoreboard(int points, int lives)
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{
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objects[numobjs].type = OBJ_SCOREBOARD;
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objects[numobjs].x = lives;
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objects[numobjs].y = points;
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objects[numobjs].width = 0; // unused
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objects[numobjs].height = 0; // unused
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objects[numobjs].color = 0x0f;
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objects[numobjs].alive = 1;
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objects[numobjs].redraw = 1;
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objects[numobjs].move = 0;
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scoreboard = &objects[numobjs];
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numobjs++;
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}
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void updateScoreboard(int points, int lives)
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{
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while (scoreboard->move || scoreboard->redraw); // Wait for any current move/redraw to finish
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scoreboard->x = lives;
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scoreboard->y = points;
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scoreboard->redraw = 1;
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}
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void initEndgame(void)
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{
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objects[numobjs].type = OBJ_ENDGAME;
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objects[numobjs].x = 0;
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objects[numobjs].y = 0;
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objects[numobjs].width = 0; // unused
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objects[numobjs].height = 0; // unused
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objects[numobjs].color = 0;
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objects[numobjs].alive = 0;
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objects[numobjs].redraw = 0;
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objects[numobjs].move = 0;
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endgame = &objects[numobjs];
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numobjs++;
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}
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void updateEndgame(int gameover, int welldone)
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{
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while (endgame->move || endgame->redraw); // Wait for any current move/redraw to finish
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endgame->x = gameover;
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endgame->y = welldone;
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endgame->color = welldone ? 0x02 : 0x04;
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endgame->alive = gameover | welldone;
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endgame->redraw = 1;
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}
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void removeObject(volatile struct Object *object)
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{
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while (object->move || object->redraw); // Wait for any current move/redraw to finish
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object->alive = 0;
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object->redraw = 1;
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}
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volatile struct Object *detectObjectCollision(volatile struct Object *with, int xoff, int yoff)
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{
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for (int i=0; i<numobjs;i++) {
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if (&objects[i] != with && objects[i].alive == 1) {
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if (with->x + xoff > objects[i].x + objects[i].width || objects[i].x > with->x + xoff + with->width) {
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// with is too far left or right to collide
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} else if (with->y + yoff > objects[i].y + objects[i].height || objects[i].y > with->y + yoff + with->height) {
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// with is too far up or down to collide
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} else {
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// Collision!
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return &objects[i];
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}
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}
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}
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return 0;
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}
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void moveObject(volatile struct Object *object, int x, int y)
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{
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while (object->move || object->redraw); // Wait for any current move/redraw to finish
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object->newx = x;
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object->newy = y;
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object->move = 1;
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}
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// THE GAME
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const int ballradius = 15;
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const int paddlewidth = 80;
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volatile unsigned char dir = 50;
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volatile unsigned int numobjs;
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volatile struct Object *objects = (struct Object *)HEAP_ADDRESS;
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volatile struct Object *ball;
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volatile struct Object *paddle;
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volatile struct Object *scoreboard;
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volatile struct Object *endgame;
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void breakout_init()
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{
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numobjs = 0;
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initBricks();
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initBall();
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initPaddle();
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initScoreboard(0, NUM_LIVES);
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initEndgame();
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}
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void breakout()
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{
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volatile struct Object *foundObject;
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int bricks = ROWS * COLS;
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int lives = NUM_LIVES;
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int points = 0;
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int velocity_x = 1;
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int velocity_y = 3;
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while (lives > 0 && bricks > 0) {
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// Are we going to hit anything?
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foundObject = detectObjectCollision(ball, velocity_x, velocity_y);
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if (foundObject) {
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if (foundObject == paddle) {
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velocity_y = -velocity_y;
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// Are we going to hit the side of the paddle
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if (ball->x + ball->width + velocity_x == paddle->x || ball->x + velocity_x == paddle->x + paddle->width) velocity_x = -velocity_x;
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} else if (foundObject->type == OBJ_BRICK) {
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removeObject(foundObject);
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velocity_y = -velocity_y;
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bricks--;
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points++;
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updateScoreboard(points, lives);
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}
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}
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moveObject(ball, ball->x + velocity_x, ball->y + velocity_y);
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wait_msec(0x186A);
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// Check we're in the game arena still
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if (ball->x + ball->width >= WIDTH-MARGIN) {
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velocity_x = -velocity_x;
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} else if (ball->x <= MARGIN) {
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velocity_x = -velocity_x;
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} else if (ball->y + ball->height >= HEIGHT-MARGIN) {
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lives--;
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removeObject(ball);
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removeObject(paddle);
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updateScoreboard(points, lives);
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if (lives) {
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initBall();
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initPaddle();
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}
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} else if (ball->y <= MARGIN) {
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velocity_y = -velocity_y;
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}
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}
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// Show endgame state
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if (bricks == 0) {
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removeObject(ball);
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removeObject(paddle);
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updateEndgame(0, 1);
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} else {
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updateEndgame(1, 0);
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}
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wait_msec(0x500000); // Wait 5 seconds
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// Clear endgame state
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updateEndgame(0, 0);
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wait_msec(0x100000); // Wait 1 second
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}
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void main()
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{
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fb_init(); // Init the screen for debug
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start_core3(comms_core); // Start the comms engine (core 3)
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while (!comms_up); // Wait for comms up
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breakout_init(); // Initialise the game engine (core 0)
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start_core1(gfx_core); // Start the graphics engine (core 1)
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start_core2(snd_core); // Start the sound engine (core 2)
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while (1) {
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breakout(); // Run the game
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breakout_init(); // Re-initialise the game engine
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}
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}
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